Hey, today i bring yet another artificer subclass with the bomber. I haven't playtested it yet, but I'm nevertheless looking for feedback on the current work. But yeah, i do rly like the idea of this mad bomber throwing the explosive device in the middle of the fight, not rly carrying much about who gets hit, as he laughs like a mad man (think Junkrat in overwatch). A few points I've noted so far:
I feel like some parts are too similar to the alchemist (the bomb creation section) but stronger as it doesn't require an empty vial, for example, any fix, or requirement I could add for making bombs?
The 5th level ability also seem a bit underwhelming.
Bombers are artificers who love to play with fire, quite literally, they have chosen to expand their horizons, and have decided that violence and discord can sometimes make for an extremely good way to win an argument. Those agents of chaos are very skilled, and when others make clever armor or potion, their tricks are more... explosive.
Tool Proficiency
3rd-level Bomber feature
You gain proficiency with alchemist’s supplies. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Bomber Spells
3rd-level Bomber feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Whenever you finish a long rest, you can magically produce a number of bombs equal to your proficiency modifier. Roll on the Bomb table for the bomb's effect for each of the bomb, which is triggered upon impact. The effect of the bombs are described on the Bomb Table. As an action, a creature can throw a bomb, no matter who throws the bomb, if a save is required, it is against your spell DC.
You can create a bomb by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the bomb, and you choose the bomb's effect from the Bomb table.
Creating a bomb requires you to have alchemist’s supplies on your person, and any bomb you create with this feature lasts until it is thrown or until the end of your next long rest. Any bomb you create with this feature weighs 5 pounds.
Bomb
d6
Effect
1
Bomb. The Bomb has a 40-foot throwing distance. Every creature in a-10 feet radius of the Bomb must make a Dexterity saving throw taking 1d8 + your Intelligence modifier thunder damage on a failure and half damage on a success. When this device detonates, it creates an audible explosion that can be heard from up to 300 feet away.
This bomb's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
2
Fire Bomb. The Fire Bomb has a 40-foot throwing distance. Centered at the point of detonation, a 10 x 10 foot square of fire is created. This fire remains for one minute and ignites any flammable objects in the area that aren't being worn or carried. When a creature enters the bomb's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, a creature takes 1d6 fire damage. On a successful save, it takes half as much damage. When this device detonates, it creates an audible explosion that can be heard from up to 150 feet away.
This bomb's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
3
Flash Bomb. The Flash Bomb has a 40-foot throwing distance. Every creature in a 10-feet radius of the point bomb must make a Constitution saving throw or be blinded and deafened until the end of your next turn. Creatures with sunlight sensitivity make this saving throw with disadvantage. If a creature is blinded and deafened by this, they may repeat the saving throw at the end of their turn to end the effect early. When this device detonates, it creates an audible explosion that can be heard from up to 200 feet away.
4
Lock Buster. Affix the Lock Buster to a lock. If the DC of that lock is equal to or lower than the combined value of your Intelligence Modifier + your Artificer level, the lock is instantly destroyed.
5
Poison Bomb. The Poison Bomb has a 40-foot throwing distance. Centered on the point of detonation, a 10-foot radius spherical cloud of toxic gas appears. This cloud remains for one minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When a creature enters the bomb's area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, a creature takes 1d4 poison damage and is poisoned until the end of your next turn. On a successful save, it takes half as much damage and isn't poisoned by the bomb. When this device detonates, it creates an audible explosion that can be heard from up to 50 feet away.
This bomb's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
6
Smoke Bomb. The Smoke Bomb has a 40-foot throwing distance. Centered at the point of detonation, a 20-foot-radius sphere of smoke. The sphere spreads around corners, and its area is heavily obscured. The smoke remains for one minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When this device detonates, it creates an audible explosion that can be heard from up to 50 feet away.
Bombtastic!
5th-level Bomber feature
Your mastery of explosives and magic intertwine perfectly. Creature under the effect of one of your spells have disadvantage on the saving throws made against your Bombs. When a creature you can see within 60 feet attacks you, you may use your reaction to throw a bomb at the attacking creature.
Still Got All Me Fingers!
9th-level Bomber feature
Bombs are fun. Bombs are dangerous. You know this better than anyone else:
You gain advantage on saving throws made against your own explosive devices. When you succeed on a saving throw against your own explosive devices you take no damage, and you take half as much damage on a failed save.
You can cast pyrotechnics without expending a spell slot and without preparing the spell, provided you use alchemist’s supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Powder Burns
15th-level Bomber feature
Your craftsmanship and absolute devotion to anarchy is legendary. Some say that you have black powder flowing through your veins :
As a reaction, when a melee attack you can see hits you, the attacker takes thunder damage equal to half your artificer level (rounded down) and must succeed on a strength saving throw against your spell DC or be pushed 5-feet back. You can use this reaction a number of times equal to your proficiency bonus per long rest.
As a reaction, when you are reduced to zero hit points, you may choose to create a 15-foot sphere explosion centered on yourself. (This does not kill you or cause you to fail any death saving throws.) Every creature within the area of effect must make a Dexterity saving throw against your spell save DC, taking thunder damage equal to a number of d6 equal to half your artificer level on a failure and half damage on a success. Additionally, the area is filled with thick black smoke spreading around corners, and its area is heavily obscured. The smoke remains until the end of your next turn, or until a wind of moderate or greater force disperse it. You can use this reaction once per long rest.
Hey, today i bring yet another artificer subclass with the bomber. I haven't playtested it yet, but I'm nevertheless looking for feedback on the current work. But yeah, i do rly like the idea of this mad bomber throwing the explosive device in the middle of the fight, not rly carrying much about who gets hit, as he laughs like a mad man (think Junkrat in overwatch). A few points I've noted so far:
I feel like some parts are too similar to the alchemist (the bomb creation section) but stronger as it doesn't require an empty vial, for example, any fix, or requirement I could add for making bombs?
The 5th level ability also seem a bit underwhelming.
Bombers are artificers who love to play with fire, quite literally, they have chosen to expand their horizons, and have decided that violence and discord can sometimes make for an extremely good way to win an argument. Those agents of chaos are very skilled, and when others make clever armor or potion, their tricks are more... explosive.
Tool Proficiency
3rd-level Bomber feature
You gain proficiency with alchemist’s supplies. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Bomber Spells
3rd-level Bomber feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Whenever you finish a long rest, you can magically produce a bomb. Roll on the Bomb table for the bomb's effect, which is triggered upon impact. The effect of the bombs are described on the Bomb Table. As an action, a creature can throw a bomb, no matter who throws the bomb, if a save is required, it is against your spell DC.
You can create additional bombs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the bomb, and you choose the bomb's effect from the Experimental Elixir table.
Creating a bomb requires you to have alchemist’s supplies on your person, and any bomb you create with this feature lasts until it is thrown or until the end of your next long rest.
When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each bomb's effect separately.
Bomb
d6
Effect
1
Bomb. The Bomb has a 40-foot throwing distance. Every creature within 10 feet of the Bomb must make a Dexterity saving throw taking full damage on a failure and half damage on a success. The damage of the Bomb is equal to a number of d6 equal to half your artificer level (rounded down) and is treated as Thunder damage. When this device detonates, it creates an audible explosion that can be heard from up to 300 feet away. This damage doesn't scale too well.
2
Fire Bomb. The Fire Bomb has a 40-foot throwing distance. Centered at the point of detonation, a 10 x 10 foot square of fire is created. This fire remains for a number of turns equal to your proficiency bonus unless it ignites some other flammable object that is not carried or worn by a creature. If a creature enters the area of the fire for the first time or starts their turn there, they must make a Dexterity saving throw, taking 2d6 fire damage on a failure and half damage on a success. When this device detonates, it creates an audible explosion that can be heard from up to 150 feet away.
3
Flash Bomb. The Flash Bomb has a 40-foot throwing distance. Every creature within 10 feet of the point of detonation must make a Constitution saving throw or be blinded for a number of turns equal to your Proficiency bonus. If a creature is blinded by this, they may repeat the saving throw at the end of each of their turns to end the effect early. When this device detonates, it creates an audible explosion that can be heard from up to 200 feet away.
4
Lock Buster. Affix the Lock Buster to a lock. If the DC of that lock is equal to or lower than the combined value of your Intelligence Modifier + your Artificer level, the lock is instantly destroyed. When this device detonates, it creates an audible explosion that can be heard from up to 50 feet away. It's kind of weak.
5
Poison Bomb. The Poison Bomb has a 40-foot throwing distance. Centered on the point of detonation, a 10-foot radius spherical cloud of toxic gas appears. This cloud remains for a number of turns equal to your proficiency bonus. If a creature enters the area of effect or starts their turn there, they must make a Constitution saving throw, suffering the poisoned condition until the end of your next turn. When this device detonates, it creates an audible explosion that can be heard from up to 50 feet away.
6
Smoke Bomb. The Smoke Bomb has a 40-foot throwing distance. Centered at the point of detonation, a 20-foot-radius sphere of smoke. The sphere spreads around corners, and its area is heavily obscured. The smoke remains for a number of minutes equal to your proficiency bonus or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When this device detonates, it creates an audible explosion that can be heard from up to 50 feet away.
Bombtastic!
5th-level Bomber feature
Your mastery of explosives and magic intertwine perfectly. Creature under the effect of one of your spells have disadvantage on the saving throws made against your Bombs.
Still Got All Me Fingers!
9th-level Bomber feature
Bombs are fun. Bombs are dangerous. You know this better than anyone else:
You gain advantage on saving throws made against your own explosive devices.
You can cast pyrotechnics without expending a spell slot and without preparing the spell, provided you use alchemist’s supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Powder Burns
15th-level Bomber feature
Your craftsmanship and absolute devotion to anarchy is legendary. Some say that you have black powder flowing through your veins :
As a reaction, when a melee attack you can see hits you, the attacker takes thunder damage equal to half your artificer level (rounded down).
As a reaction, when you are reduced to zero hit points, you may choose to create a 15-foot sphere explosion centered on yourself. (This does not kill you or cause you to fail any death saving throws.) Every creature within the area of effect must make a Dexterity saving throw against your spell save DC, taking thunder damage equal to a number of d6 equal to half your artificer level on a failure and half damage on a success. You can use this reaction once per long rest.
You should have a number of bombs equal to PB to be created each long rest, but that any you previously made are destroyed when you make new ones.
Rollback Post to RevisionRollBack
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
Yes, it does need plenty of work still, this is just a first draft so far.
As for the number of bombs equal to your proficiency bonus, that's how I originally made it, but then, looking at how the alchemist did the elixir, I was thinking that having to expand spell, and overall, reusing an existing mechanic would assure it is balanced. Seem like I made a mistake. SO potentially, after each long rest, you can make a number of bombs equal to your proficiency modifier, creating new bombs destroy previously stocked bombs.
've also added 2d4 poison damage to the poison bomb, thinking 2d4 should be okay given that the firebomb deal 2d6 damage, but doesn't provoke any condition.
Yes, it does need plenty of work still, this is just a first draft so far.
As for the number of bombs equal to your proficiency bonus, that's how I originally made it, but then, looking at how the alchemist did the elixir, I was thinking that having to expand spell, and overall, reusing an existing mechanic would assure it is balanced. Seem like I made a mistake. SO potentially, after each long rest, you can make a number of bombs equal to your proficiency modifier, creating new bombs destroy previously stocked bombs.
've also added 2d4 poison damage to the poison bomb, thinking 2d4 should be okay given that the firebomb deal 2d6 damage, but doesn't provoke any condition.
Well that Bomb scaling makes my Alchemist loving brain very sad. But if you stuck to the skeleton of that class you'd be sunk before you began so it makes sense. I absolutely loved the Pathfinder Alchemist bomber builds so this is right up my alley.
Not much of homebrewer, but I have some thoughts however helpful they turn out. If someone else catches some obvious flaws in my ideas, please bring it up. I'd like to get better at thinking about this stuff.
Spells:
3/5: looks solid
9: I would replace Call Lightning with Melf's Minute Meteors or Stinking Cloud. Call Lightning doesn't feel very bomby. A little unfortunate Fireball has overlap with the Artillerist but it does feel perfect for obvious reason.
13: I would replace Fire Shield with Vitriolic Sphere, Sickening Radiance or maybe Black Tentacles (I'm kind of partial to the idea of brewing a bomb full of inky tentacles just waiting to burst out). Again, Fire Shield lacks bombiness to me.
17: Flame Strike's radiant damage and holy strike shtick feels a bit off, even if a giant fire column is pretty demoman. It's also unfortunately redundant, and overshadowed by Fireball. I like Transmute Rock here to represent a different kind of explosive devise that has a chemical reaction with a rock surface to soften it up.
Level 3:
Bomb: "Every creature within 10 feet of the Bomb" : I would write this as 10 foot radius. Honestly not sure how I feel about the damage scaling, I don't spend a lot of time comparing number values from different classes.
Fire Bomb: "unless it ignites some other flammable object that is not carried or worn by a creature.": It's unclear here what the consequences are when the AoE ignites other objects. I would probably just nix the idea of igniting objects changing the duration in either direction and instead simply write that the fire ignited unattended objects a la fireball.
Flash Bomb: Same note on using radius terminology. I'd call this Flashbang, add the Deafened Condition and make it last a single round or maybe PB/2 rounds. I'd also add a note that creatures with sunlight sensitivity make the save at disadvantage.
Lock Buster: Not well read on Lock DCs. Seems fine. I like the concept. I'd also consider flavoring like it's liquid nitrogen and make it silent. It's already the weak link in terms of your randomly generated bombs: I think it should at least be decent at stealthing, which is where you'd want this sort of thing the most.
Poison Bomb: I think you need text to the effect of "a creature can only suffer this damage once per turn" to stop forced movement shenanigans. You should also explicitly state the creature does not suffer the poisoned condition on a success.
Smoke Bomb: I love Fog Cloud but I can't help feel like this is a bit too weak, especially with no scaling. Not sure what the fix is.
Level 5:
I like the concept here but it seems at odds with what they give artificers at 5. This is the no resource, no set up, usable every turn of combat buff spot. Hmm. It's boring but I'm tempted to say just mirror the Alchemist here.
Level 9:
This is a fun little ability. Pyrotechnics isn't overly powerful but I love the flavor. I'd throw in that you take no damage on a success and half on fail against your own bombs.
Level 15:
For the first reaction I think you should add a small no save push and make it scale with PB for uses per day instead of being unlimited. Not sure how I feel about the second one yet, but I think I would add a smoke bomb effect that lingers afterwards.
Spell list: A lot to go through, but thanks for the feedback, first, I always struggle with spell lists for any subclass, so your feedback on that part is much appreciated, and changes will be made accordingly!
Bombs
Bomb: changed the wording to a 10-foot radius and the bomb damage calling is more or less the same as a sneak attack, I was hoping using that would make it balanced.
Fire bomb: I was more hoping for this to be like a fireball, or a burning hand, as in it does ignite flammable object, and it is up to the dm to handle the flame progression. I slightly modified the wording in an attempt to make it clearer copying it from burning hands.
Flash Bomb: Changed the wording to a 10-foot radius, added the deafened condition, the number of rounds is pb/2 and sunlight sensitive creature have dis on the save (now it's totally a flashbang) and the sunlight sensitivity idea is brilliant thanks!
Lock Buster: Removed the detonation noises, tho for the flavor, I think it's better to let each player flavor how their bombs sneakily melt the lock.
Poison Bomb: Not sure what you meant with the forced movement shenanigans, as the wording for the damage when starting the turn in the area, or entering it is pretty standard, tho to be sure, I added 'entered the area of effect for the first time'. Also explicitly added that success on the saves avoids the poisoned condition, but I feel like the wording is a bit off.
Smoke Bomb: I do also feel like it's on the weak side, but I do not know what to add either to make it better. Maybe making it a bonus action? or maybe the radius could scale up with the PB?
Bombtastic: I tried to make something that uses that tie with the spellcasting ability of the artificer, similarly to the alchemist feature, but yeah this might be underwhelming compared to the actual alchemist feature, tho I would like to try and not copy the alchemist feature if possible. Tho if I can't find any way to improve what I currently have, I guess I'll do that.
Still got all my fingers: this one is 100% copied on the alchemist, and it seems to work better, maybe I really should replace bombtatist with a reflavored lvl 5 alchemist feature. As for half damage on a success, I do personally like the idea of the mad bomber, putting himself in actual danger when he throws bombs around. Tho I ain't sure about the balance of either solution yet.
Powder burns: The first reaction is now limited to proficiency times per long rest. and added the smoke lingering for one turn after the death burst.
Thank you so much for the feedback, it really help!
I'm glad it did, EleKTriiK! Very happy to be able to help.
Sa'more thoughts:
Bomb: A little embarrassed I didn't notice the parallel to Sneak Attack damage, lol. Hmm. Honestly. I don't know. I'm a bit worried that would dominate the choices when you can control the outcome by creating a bomb with a spell slot. I've been tinkering around with a Hexblade 2/ Alchemist X build in the hopes of maximizing use of their elixirs with short rest spell slots and I can imagine replacing alchemist with bomber and having a hard time not just spamming these (even though I heavily favor control effects over raw damage). I'm torn on this one.
Fire Bomb: Looks good now, although if you follow my suggestions on the wording for poison bomb later you may want to tweak this one to match.
Flash Bomb: Woo! Glad you liked my idea. Felt pretty clever about that one last night lol
Lock Buster: Completely agree with leaving the flavor open for the player to determine what kind of tech their lockbuster utilizes. Liquid Nitrogen was just the impetus for thinking this could be thought of as a more quiet technique.
Poison Bomb: Agreed the wording got a bit funny here. I would look at Moonbeam, particularly the second paragraph, substituting the numbers and flavor of the poison bomb where they have the numbers and flavor effect of moonbeam. Then I would tack on the last sentence from Ray of Sickness to cover the poisoned condition.
Smoke Bomb: Yeah I'm just stuck on this one. I thought of the bonus action throw too, but that doesn't help scaling issues. Bigger AoE is a thought, but I feel like that suffers from diminishing returns. 20 foot radius is already big enough to cover most needs when it comes to fog cloud things. What about giving it an extra effect starting at 9th? I'm thinking something like stinking cloud or slow, but less severe since concentration free versions of those would be way too good.
Quick Note: I'm concerned about the power level of bombs that scale but that can be created with a 1st level slot. It offers a lot of scaling power to low level resources. But I like building scaling into the bombs and I like keeping a way to make more of them with control over the outcome. Not sure what the balance is.
Bombtastic: Honestly the alchemist feature is underwhelming in its own right, and I agree finding a more unique solution would be preferable. I'll get back to you if I think of anything, but for now I've got bupkis.
Still got all my fingers: That name makes me chuckle, I love it. I don't think it would be too powerful to add a bit more protection from their own effects, but it also doesn't feel super high priority either. I'd spend energy thinking about other things first.
Powder Burns: I'd still love to see an optional, saveless 10 foot push added to the first reaction. Especially if it's becoming a more limited resource. Fits the flavor of explosives and the "get off me" vibe the ability has. Something like "additionally, you can push the target 10 feet away from you" right after the damage line.
You're helping me a lot on that so far, thanks ! and I'm glad you seem to like the change and the overall subclass so far.
so, a few thought I had reading your feedback:
Bomb: maybe the scaling up of damage could be a bonus instead of changing the number of dice for the classic bomb? I realized at low level, the firebomb deal more damage than the classic one for example. so what about a 3d8+int mod thunder damage for the classic bomb. this is also more similar to the scaling of the alchemist potion, so it might be better balance-wise.
poison bomb/fire bomb: yeah, I need to change the fire bomb wording too, tho I was bothered with the wording of the poison bomb, cause it applies both damage and a condition, which is different compared to the example given. and unlike the ray of sickness, the damage also depends on the save.
smoke bomb: you brought up the scaling of the bombs, technically, during the whole game, the smoke bomb does only cost a 1st level spell to create, so having it constantly similar to a fog cloud ain't necessarily bad either. Tho I do personally like things that scale too.
Powder burns: oh, I didn't understand the push away part on the first suggestion, but I do know, and yes, that is yet another awesome idea (are you sure you're not a mad bomb-thrower ?) especially as the number of time you can use the ability is now limited!
Powder burns: oh, I didn't understand the push away part on the first suggestion, but I do know, and yes, that is yet another awesome idea (are you sure you're not a mad bomb-thrower ?) especially as the number of time you can use the ability is now limited!
Well I am a goblin 😈
Here's an attempt at writing poison bomb:
"When a creature enters the bomb's area for the first time on a turn or starts its turn there, it is subjected to the horrible toxins of the poison gas, and it must make a Constitution saving throw. On a failed save, a creature takes 2d4 poison damage and is poisoned until the end of your next turn. On a successful save, it takes half as much damage and isn't poisoned by the bomb."
Turns out Sunbeam was a better reference to work off of then Ray of Sickening for the reason you pointed out.
Bomb: I feel like there's a lane to thread between level/2 and 3d8+int that is the real sweet spot for this ability. I have no idea what it is though. Leaning towards 3d8+int seems like the safer side of things for now.
Smoke Bomb: The only issue with the lack of scaling on the smoke bomb is the context. All of the other bombs scaling in some way is an incongruity. I'm still into adding some addition rider effect to the cloud like a much weaker version of stinking cloud or slow. A lack of damage and creation of obscurement would keep it dissimilar enough from the poison bomb while making the smoke slow someone down in some way (choking on the smoke) is still thematic to the ability.
I had one more thought for the spell list. I like the idea of replacing flaming sphere with web. While a ball of fire is certainly bomberman, being able to make it continuous and control it around the battlefield feels much less on theme. Web, however, helps make the subclass feel like it's all about creating different kinds of bombs, some of which are used to incapacitate and block movement instead of blowing things up.
with web in the spell list, I can only imagine spider man as some kind of mad bomber now, but yes this is an awesome idea! I also agree that there is probably some kind of sweat spot existing between the 3d8 + int damage and the half level number of d6 damage, but until we find it, I'll put the 3d8+int in place, as I think it's the best of the two option so far. Also thanks for the wording on the poison(and fire) bomb !
I modified the various bomb duration, it's now either one minute (for the fire, poison and smoke bomb) or until the end of your next turn (for the flash bomb). This is done in order to better match what is usually done in 5e regarding duration.
I've also written the weight of the bomb (5 pounds) in the description of the feature, with this weight, a bomb can be hurled thanks to the catapult spell !
The bombs still seem to have a problem with damage scaling, they start only slightly strong for a level 3 ability... and then that's all you get.
I would change it such that you can create a number of bombs equal to your proficiency modifier, as stated (with any created bombs ceasing to function after your next long rest). Just let them choose which bombs they can make (no random rolling). Lower the amount of all damage to 1DX (the damage dice you've chosen are fine). Then add in that when the bomb is created they can increase the damage die by 1DX by expending a spell slot of first level and an additional 1Dx for each level above that up to a maximum of 6DX (5th level spell slot).
Or, keep it as you have it already set out, but use cantrip style damage increase at set artificer levels.
Bombastic!: Artificier lack damage around lvl 5, at least something alchemist-based do, and it was advised to me (and my playtesting so far wielded the same results) to give a better feature at level 5. therefore, in addition to the existing bonus given at lvl 5, if you deal damage with one of your spells, you may now throw a bomb as a bonus action !
Still got all my fingers: I also changed this to match the feedback, giving the artificer half damage on a failed save, and no damage on success against its own bomb.
Bombastic!: I'd avoid throwing a bomb as a bonus action here. There is nothing wrong in theory, except that in practice once you gain this feature you never again need to consider whether or not throwing a bombs as an action in combat is worthwhile (cantrip, then bomb... until you run out of bombs). I'd change it to something like: When a creature you can see within 40 feet attacks you, you may use your reaction to throw a bomb at the attacking creature.
Still got all my fingers: Just a small error in the wording. You have no damage on a successful save, as well as half damage on a successful save. Just need to change that second one to "unsuccessful" or "failed" save, heh.
Bombastic!: haven't thought about that, tho I still want something more than just an enemy that you touched with your spell have dis against your bomb as it feels underwhelming for that level, the reaction idea seem neat, I'll try it thanks
Still got all my fingers: Thanks for pointing out the typo, it should be fixed now!
There is thankfully! By clicking on the link here (https://www.dndbeyond.com/subclasses/763029-bomber), you'll get redirected to the subclass page, on the bottom, you'll see a button add to collection, and clicking on it should add this artificer to your artificer subclass. Similarly, if you don't want it anymore, click on the same button again (that will then be labeled remove from collection).
And, if you look through the page for that, don't hesitate to give it a thumb up (the arrow pointing up), it helps to show if you appreciate this content.
Hey, today i bring yet another artificer subclass with the bomber. I haven't playtested it yet, but I'm nevertheless looking for feedback on the current work. But yeah, i do rly like the idea of this mad bomber throwing the explosive device in the middle of the fight, not rly carrying much about who gets hit, as he laughs like a mad man (think Junkrat in overwatch). A few points I've noted so far:
But anyway, here it is :
Bombers are artificers who love to play with fire, quite literally, they have chosen to expand their horizons, and have decided that violence and discord can sometimes make for an extremely good way to win an argument. Those agents of chaos are very skilled, and when others make clever armor or potion, their tricks are more... explosive.
Tool Proficiency
3rd-level Bomber feature
You gain proficiency with alchemist’s supplies. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Bomber Spells
3rd-level Bomber feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Bomber Spells
3rd
catapult, earth tremor
5th
web, shatter
9th
melf's minute meteors, fireball
13th
vitriolic sphere, wall of fire
17th
cloudkill, transmute rock
Bomb
3rd-level Bomber feature
Whenever you finish a long rest, you can magically produce a number of bombs equal to your proficiency modifier. Roll on the Bomb table for the bomb's effect for each of the bomb, which is triggered upon impact. The effect of the bombs are described on the Bomb Table. As an action, a creature can throw a bomb, no matter who throws the bomb, if a save is required, it is against your spell DC.
You can create a bomb by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the bomb, and you choose the bomb's effect from the Bomb table.
Creating a bomb requires you to have alchemist’s supplies on your person, and any bomb you create with this feature lasts until it is thrown or until the end of your next long rest. Any bomb you create with this feature weighs 5 pounds.
Bomb
1
Bomb. The Bomb has a 40-foot throwing distance. Every creature in a-10 feet radius of the Bomb must make a Dexterity saving throw taking 1d8 + your Intelligence modifier thunder damage on a failure and half damage on a success. When this device detonates, it creates an audible explosion that can be heard from up to 300 feet away.
This bomb's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
2
Fire Bomb. The Fire Bomb has a 40-foot throwing distance. Centered at the point of detonation, a 10 x 10 foot square of fire is created. This fire remains for one minute and ignites any flammable objects in the area that aren't being worn or carried. When a creature enters the bomb's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, a creature takes 1d6 fire damage. On a successful save, it takes half as much damage. When this device detonates, it creates an audible explosion that can be heard from up to 150 feet away.
This bomb's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
3
Flash Bomb. The Flash Bomb has a 40-foot throwing distance. Every creature in a 10-feet radius of the point bomb must make a Constitution saving throw or be blinded and deafened until the end of your next turn. Creatures with sunlight sensitivity make this saving throw with disadvantage. If a creature is blinded and deafened by this, they may repeat the saving throw at the end of their turn to end the effect early. When this device detonates, it creates an audible explosion that can be heard from up to 200 feet away.
4
Lock Buster. Affix the Lock Buster to a lock. If the DC of that lock is equal to or lower than the combined value of your Intelligence Modifier + your Artificer level, the lock is instantly destroyed.
5
Poison Bomb. The Poison Bomb has a 40-foot throwing distance. Centered on the point of detonation, a 10-foot radius spherical cloud of toxic gas appears. This cloud remains for one minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When a creature enters the bomb's area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, a creature takes 1d4 poison damage and is poisoned until the end of your next turn. On a successful save, it takes half as much damage and isn't poisoned by the bomb. When this device detonates, it creates an audible explosion that can be heard from up to 50 feet away.
This bomb's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
6
Smoke Bomb. The Smoke Bomb has a 40-foot throwing distance. Centered at the point of detonation, a 20-foot-radius sphere of smoke. The sphere spreads around corners, and its area is heavily obscured. The smoke remains for one minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When this device detonates, it creates an audible explosion that can be heard from up to 50 feet away.
Bombtastic!
5th-level Bomber feature
Your mastery of explosives and magic intertwine perfectly. Creature under the effect of one of your spells have disadvantage on the saving throws made against your Bombs. When a creature you can see within 60 feet attacks you, you may use your reaction to throw a bomb at the attacking creature.
Still Got All Me Fingers!
9th-level Bomber feature
Bombs are fun. Bombs are dangerous. You know this better than anyone else:
Powder Burns
15th-level Bomber feature
Your craftsmanship and absolute devotion to anarchy is legendary. Some say that you have black powder flowing through your veins :
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It needs a lot of work.
I have a weird sense of humor.
I also make maps.(That's a link)
You should have a number of bombs equal to PB to be created each long rest, but that any you previously made are destroyed when you make new ones.
All stars fade. Some stars forever fall.
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If there was no light, people wouldn't fear the dark.
The Poison Bomb should deal some damage along with the poisoned condition, but not as much as the other bombs.
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Yes, it does need plenty of work still, this is just a first draft so far.
As for the number of bombs equal to your proficiency bonus, that's how I originally made it, but then, looking at how the alchemist did the elixir, I was thinking that having to expand spell, and overall, reusing an existing mechanic would assure it is balanced. Seem like I made a mistake. SO potentially, after each long rest, you can make a number of bombs equal to your proficiency modifier, creating new bombs destroy previously stocked bombs.
've also added 2d4 poison damage to the poison bomb, thinking 2d4 should be okay given that the firebomb deal 2d6 damage, but doesn't provoke any condition.
Thanks for the feedback!
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You are very much welcome!
Looking for a campaign? Or, perhaps, trying to start one? Come join Rolegate! Just send me a friend request (same name as here) and I'll help you get started!
Ducks are just geese lite. Focus on the future. It'll become the past soon enough.
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Join the Knights of the Random Table and Calius and Kothar Industries!
Homebrew: Artifact, Dungeon
May be offline due to school
Well that Bomb scaling makes my Alchemist loving brain very sad. But if you stuck to the skeleton of that class you'd be sunk before you began so it makes sense. I absolutely loved the Pathfinder Alchemist bomber builds so this is right up my alley.
Not much of homebrewer, but I have some thoughts however helpful they turn out. If someone else catches some obvious flaws in my ideas, please bring it up. I'd like to get better at thinking about this stuff.
Spells:
3/5: looks solid
9: I would replace Call Lightning with Melf's Minute Meteors or Stinking Cloud. Call Lightning doesn't feel very bomby. A little unfortunate Fireball has overlap with the Artillerist but it does feel perfect for obvious reason.
13: I would replace Fire Shield with Vitriolic Sphere, Sickening Radiance or maybe Black Tentacles (I'm kind of partial to the idea of brewing a bomb full of inky tentacles just waiting to burst out). Again, Fire Shield lacks bombiness to me.
17: Flame Strike's radiant damage and holy strike shtick feels a bit off, even if a giant fire column is pretty demoman. It's also unfortunately redundant, and overshadowed by Fireball. I like Transmute Rock here to represent a different kind of explosive devise that has a chemical reaction with a rock surface to soften it up.
Level 3:
Bomb: "Every creature within 10 feet of the Bomb" : I would write this as 10 foot radius. Honestly not sure how I feel about the damage scaling, I don't spend a lot of time comparing number values from different classes.
Fire Bomb: "unless it ignites some other flammable object that is not carried or worn by a creature.": It's unclear here what the consequences are when the AoE ignites other objects. I would probably just nix the idea of igniting objects changing the duration in either direction and instead simply write that the fire ignited unattended objects a la fireball.
Flash Bomb: Same note on using radius terminology. I'd call this Flashbang, add the Deafened Condition and make it last a single round or maybe PB/2 rounds. I'd also add a note that creatures with sunlight sensitivity make the save at disadvantage.
Lock Buster: Not well read on Lock DCs. Seems fine. I like the concept. I'd also consider flavoring like it's liquid nitrogen and make it silent. It's already the weak link in terms of your randomly generated bombs: I think it should at least be decent at stealthing, which is where you'd want this sort of thing the most.
Poison Bomb: I think you need text to the effect of "a creature can only suffer this damage once per turn" to stop forced movement shenanigans. You should also explicitly state the creature does not suffer the poisoned condition on a success.
Smoke Bomb: I love Fog Cloud but I can't help feel like this is a bit too weak, especially with no scaling. Not sure what the fix is.
Level 5:
I like the concept here but it seems at odds with what they give artificers at 5. This is the no resource, no set up, usable every turn of combat buff spot. Hmm. It's boring but I'm tempted to say just mirror the Alchemist here.
Level 9:
This is a fun little ability. Pyrotechnics isn't overly powerful but I love the flavor. I'd throw in that you take no damage on a success and half on fail against your own bombs.
Level 15:
For the first reaction I think you should add a small no save push and make it scale with PB for uses per day instead of being unlimited. Not sure how I feel about the second one yet, but I think I would add a smoke bomb effect that lingers afterwards.
Hope any of that helps!
Spell list: A lot to go through, but thanks for the feedback, first, I always struggle with spell lists for any subclass, so your feedback on that part is much appreciated, and changes will be made accordingly!
Bombs
Bombtastic: I tried to make something that uses that tie with the spellcasting ability of the artificer, similarly to the alchemist feature, but yeah this might be underwhelming compared to the actual alchemist feature, tho I would like to try and not copy the alchemist feature if possible. Tho if I can't find any way to improve what I currently have, I guess I'll do that.
Still got all my fingers: this one is 100% copied on the alchemist, and it seems to work better, maybe I really should replace bombtatist with a reflavored lvl 5 alchemist feature. As for half damage on a success, I do personally like the idea of the mad bomber, putting himself in actual danger when he throws bombs around. Tho I ain't sure about the balance of either solution yet.
Powder burns: The first reaction is now limited to proficiency times per long rest. and added the smoke lingering for one turn after the death burst.
Thank you so much for the feedback, it really help!
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I'm glad it did, EleKTriiK! Very happy to be able to help.
Sa'more thoughts:
Bomb: A little embarrassed I didn't notice the parallel to Sneak Attack damage, lol. Hmm. Honestly. I don't know. I'm a bit worried that would dominate the choices when you can control the outcome by creating a bomb with a spell slot. I've been tinkering around with a Hexblade 2/ Alchemist X build in the hopes of maximizing use of their elixirs with short rest spell slots and I can imagine replacing alchemist with bomber and having a hard time not just spamming these (even though I heavily favor control effects over raw damage). I'm torn on this one.
Fire Bomb: Looks good now, although if you follow my suggestions on the wording for poison bomb later you may want to tweak this one to match.
Flash Bomb: Woo! Glad you liked my idea. Felt pretty clever about that one last night lol
Lock Buster: Completely agree with leaving the flavor open for the player to determine what kind of tech their lockbuster utilizes. Liquid Nitrogen was just the impetus for thinking this could be thought of as a more quiet technique.
Poison Bomb: Agreed the wording got a bit funny here. I would look at Moonbeam, particularly the second paragraph, substituting the numbers and flavor of the poison bomb where they have the numbers and flavor effect of moonbeam. Then I would tack on the last sentence from Ray of Sickness to cover the poisoned condition.
Smoke Bomb: Yeah I'm just stuck on this one. I thought of the bonus action throw too, but that doesn't help scaling issues. Bigger AoE is a thought, but I feel like that suffers from diminishing returns. 20 foot radius is already big enough to cover most needs when it comes to fog cloud things. What about giving it an extra effect starting at 9th? I'm thinking something like stinking cloud or slow, but less severe since concentration free versions of those would be way too good.
Quick Note: I'm concerned about the power level of bombs that scale but that can be created with a 1st level slot. It offers a lot of scaling power to low level resources. But I like building scaling into the bombs and I like keeping a way to make more of them with control over the outcome. Not sure what the balance is.
Bombtastic: Honestly the alchemist feature is underwhelming in its own right, and I agree finding a more unique solution would be preferable. I'll get back to you if I think of anything, but for now I've got bupkis.
Still got all my fingers: That name makes me chuckle, I love it. I don't think it would be too powerful to add a bit more protection from their own effects, but it also doesn't feel super high priority either. I'd spend energy thinking about other things first.
Powder Burns: I'd still love to see an optional, saveless 10 foot push added to the first reaction. Especially if it's becoming a more limited resource. Fits the flavor of explosives and the "get off me" vibe the ability has. Something like "additionally, you can push the target 10 feet away from you" right after the damage line.
You're helping me a lot on that so far, thanks ! and I'm glad you seem to like the change and the overall subclass so far.
so, a few thought I had reading your feedback:
Powder burns: oh, I didn't understand the push away part on the first suggestion, but I do know, and yes, that is yet another awesome idea (are you sure you're not a mad bomb-thrower ?) especially as the number of time you can use the ability is now limited!
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Well I am a goblin 😈
Here's an attempt at writing poison bomb:
"When a creature enters the bomb's area for the first time on a turn or starts its turn there, it is subjected to the horrible toxins of the poison gas, and it must make a Constitution saving throw. On a failed save, a creature takes 2d4 poison damage and is poisoned until the end of your next turn. On a successful save, it takes half as much damage and isn't poisoned by the bomb."
Turns out Sunbeam was a better reference to work off of then Ray of Sickening for the reason you pointed out.
Bomb: I feel like there's a lane to thread between level/2 and 3d8+int that is the real sweet spot for this ability. I have no idea what it is though. Leaning towards 3d8+int seems like the safer side of things for now.
Smoke Bomb: The only issue with the lack of scaling on the smoke bomb is the context. All of the other bombs scaling in some way is an incongruity. I'm still into adding some addition rider effect to the cloud like a much weaker version of stinking cloud or slow. A lack of damage and creation of obscurement would keep it dissimilar enough from the poison bomb while making the smoke slow someone down in some way (choking on the smoke) is still thematic to the ability.
I had one more thought for the spell list. I like the idea of replacing flaming sphere with web. While a ball of fire is certainly bomberman, being able to make it continuous and control it around the battlefield feels much less on theme. Web, however, helps make the subclass feel like it's all about creating different kinds of bombs, some of which are used to incapacitate and block movement instead of blowing things up.
with web in the spell list, I can only imagine spider man as some kind of mad bomber now, but yes this is an awesome idea! I also agree that there is probably some kind of sweat spot existing between the 3d8 + int damage and the half level number of d6 damage, but until we find it, I'll put the 3d8+int in place, as I think it's the best of the two option so far. Also thanks for the wording on the poison(and fire) bomb !
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I modified the various bomb duration, it's now either one minute (for the fire, poison and smoke bomb) or until the end of your next turn (for the flash bomb). This is done in order to better match what is usually done in 5e regarding duration.
I've also written the weight of the bomb (5 pounds) in the description of the feature, with this weight, a bomb can be hurled thanks to the catapult spell !
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The bombs still seem to have a problem with damage scaling, they start only slightly strong for a level 3 ability... and then that's all you get.
I would change it such that you can create a number of bombs equal to your proficiency modifier, as stated (with any created bombs ceasing to function after your next long rest). Just let them choose which bombs they can make (no random rolling). Lower the amount of all damage to 1DX (the damage dice you've chosen are fine). Then add in that when the bomb is created they can increase the damage die by 1DX by expending a spell slot of first level and an additional 1Dx for each level above that up to a maximum of 6DX (5th level spell slot).
Or, keep it as you have it already set out, but use cantrip style damage increase at set artificer levels.
I've changed the damage to follow the cantrip style damage increase as suggested
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So, a few more changes:
Bombastic!: Artificier lack damage around lvl 5, at least something alchemist-based do, and it was advised to me (and my playtesting so far wielded the same results) to give a better feature at level 5. therefore, in addition to the existing bonus given at lvl 5, if you deal damage with one of your spells, you may now throw a bomb as a bonus action !
Still got all my fingers: I also changed this to match the feedback, giving the artificer half damage on a failed save, and no damage on success against its own bomb.
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Just a couple comments on those recent changes:
Bombastic!: I'd avoid throwing a bomb as a bonus action here. There is nothing wrong in theory, except that in practice once you gain this feature you never again need to consider whether or not throwing a bombs as an action in combat is worthwhile (cantrip, then bomb... until you run out of bombs). I'd change it to something like: When a creature you can see within 40 feet attacks you, you may use your reaction to throw a bomb at the attacking creature.
Still got all my fingers: Just a small error in the wording. You have no damage on a successful save, as well as half damage on a successful save. Just need to change that second one to "unsuccessful" or "failed" save, heh.
Bombastic!: haven't thought about that, tho I still want something more than just an enemy that you touched with your spell have dis against your bomb as it feels underwhelming for that level, the reaction idea seem neat, I'll try it thanks
Still got all my fingers: Thanks for pointing out the typo, it should be fixed now!
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Hi, I'm new to DnD. Is there any way to import this homebrew onto an actual character in DnD-Beyond?
There is thankfully! By clicking on the link here (https://www.dndbeyond.com/subclasses/763029-bomber), you'll get redirected to the subclass page, on the bottom, you'll see a button add to collection, and clicking on it should add this artificer to your artificer subclass. Similarly, if you don't want it anymore, click on the same button again (that will then be labeled remove from collection).
And, if you look through the page for that, don't hesitate to give it a thumb up (the arrow pointing up), it helps to show if you appreciate this content.
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